Overview
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Strengths
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Weaknesses
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Game Plan
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Defense
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Punish guide
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Quick mid poke for checking situations; df+4 is an alternative that shifts into HRM.
Fast mid counterhit launcher for challenging situations; the heat-enhanced version also knocks down on normal hit.
Lows that shift into HRM for pressure and mixups. db+3 is safe on block, so HRM b+2 stuffs retaliation.
Low-crushing launcher for keepout.
Dashing mid for approach; shifts into HRM. The delayable, unsafe f,f+4,2 follow-up discourages opponents from challenging on block.
Quick homing attack to check sidesteppers. Very rewarding on hit, with stance follow-ups and even a combo from f+2+3.
Mid out of sidestep to start HRM offense.
Reliable button for hitting opponents off the ground.
Many Leroy moves shift into HRM, so learn some stance options to mix and pressure (or else).
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